'SwiftUI Animation Circle with Colors
My problem is simple I think but I can't figure how solve it. I've this :
struct ArcSelectionView: View {
@Binding var isShowing: Bool
@Binding var curColor: Color
@Binding var colorToPress: Color
@Binding var score: Int
@State var colors = [Color.blue, Color.red, Color.green, Color.yellow]
var body: some View {
ZStack {
ForEach(1 ..< 5, id: \.self) { item in
Circle()
.trim(from: self.isShowing ? CGFloat((Double(item) * 0.25) - 0.25) : CGFloat(Double(item) * 0.25),
to: CGFloat(Double(item) * 0.25))
.stroke(self.colors[item - 1], lineWidth: 50)
.frame(width: 300, height: 300)
.onTapGesture {
if colors[item - 1] == colorToPress {
score += 1
}
isShowing.toggle()
colorToPress = colors.randomElement() ?? Color.offWhite
colors.shuffle()
DispatchQueue.main.asyncAfter(deadline: .now() + 0.35) {
self.isShowing.toggle()
}
}
}
}
.opacity(self.isShowing ? 1 : 0)
.rotationEffect(.degrees(self.isShowing ? 0 : 180))
.animation(.linear(duration: 0.35))
}
}
If I didn't shuffle colors in the .onTapGesture, everything is ok. But If I do, I've a strange plain Circle that appears in the middle and disappear after. It's ugly. Ugly Circle
Thank you for your help !
Solution 1:[1]
The issue is with the animation of the Circles. The better solution is to use arc shapes. Here is a working solution:
struct ArcSelectionView: View {
@Binding var curColor: Color
@Binding var colorToPress: Color
@Binding var score: Int
@State private var colors = [Color.blue, Color.red, Color.green, Color.yellow]
@State private var pct: CGFloat = 0.25
@State private var originalPCT: CGFloat = 0.25
let duration: Double = 0.35
var body: some View {
ZStack {
CircleView(wedge: originalPCT)
// I am not sure why, but at there is a difference of 10 in the sizes of the
// circle and the modifier. This corrects for it so the touch is accurate.
.frame(width: 310, height: 310)
PercentageArc(Color.clear, colors: colors, pct: pct) {
// With this solution you must have the callback sent to
// the main thread. This was unnecessary with AnimatbleModifier.
DispatchQueue.main.async {
pct = originalPCT
}
}
.animation(.linear(duration: duration), value: pct)
.frame(width: 300, height: 300)
// This forces the view to ignore taps.
.allowsHitTesting(false)
}
.onAppear {
pct = 1.0 / CGFloat(colors.count)
originalPCT = pct
}
}
func CircleView(wedge: CGFloat) -> some View {
ZStack {
// Array(zip()) is a cleaner and safe way of using indices AND you
// have the original object to use as well.
ForEach(Array(zip(colors, colors.indices)), id: \.0) { color, index in
Circle()
.trim(from: CGFloat((Double(index) * wedge)),
to: CGFloat(Double(index + 1) * wedge))
// The color of the stroke should match your background color.
// Clear won't work.
.stroke(.white, lineWidth: 50)
.onTapGesture {
if color == colorToPress {
score += 1
print("score!")
}
pct = 0
DispatchQueue.main.asyncAfter(deadline: .now() + duration) {
colorToPress = colors.randomElement() ?? .white
colors.shuffle()
}
}
}
}
}
}
struct PercentageArc<Content>: View, Animatable where Content: View {
private var content: Content
private var colors: [Color]
private var pct: CGFloat
private var target: CGFloat
private var onEnded: () -> ()
init(_ content: Content, colors: [Color], pct: CGFloat, onEnded: @escaping () -> () = {}) {
self.content = content
self.colors = colors
self.pct = pct
self.target = pct
self.onEnded = onEnded
}
var animatableData: CGFloat {
get { pct }
set { pct = newValue
// newValue here is interpolating by engine, so changing
// from previous to initially set, so when they got equal
// animation ended
if newValue == target {
onEnded()
}
}
}
var body: some View {
content
.overlay(
ForEach(Array(zip(colors, colors.indices)), id: \.0) { color, index in
ArcPortionShape(pct: pct, startAngle: .degrees(1.0 / CGFloat(colors.count) * CGFloat(index) * 360.0))
.foregroundColor(color)
}
)
}
struct ArcPortionShape: InsettableShape {
let pct: CGFloat
let startAngle: Angle
var insetAmount = 0.0
init(pct: CGFloat, startAngle: Angle) {
self.pct = pct
self.startAngle = startAngle
}
var portion: CGFloat {
pct * 360.0
}
var endAngle: Angle {
.degrees(startAngle.degrees + portion)
}
func path(in rect: CGRect) -> Path {
var p = Path()
p.addArc(center: CGPoint(x: rect.width / 2.0, y:rect.height / 2.0),
radius: rect.height / 2.0 + 5.0,
startAngle: startAngle,
endAngle: endAngle,
clockwise: false)
return p.strokedPath(.init(lineWidth: 50))
}
func inset(by amount: CGFloat) -> some InsettableShape {
var arc = self
arc.insetAmount += amount
return arc
}
}
}
Originally, I made this with an AnimatableModifier, but it is deprecated, and the solution using it fails if it is placed in ANY stack or NavigationView. I can see why AnimatableModifier is deprecated.
This solution draws inspiration from this answer from Asperi, for the callback idea, though the solution will not work in iOS 15.2.
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
| Solution | Source |
|---|---|
| Solution 1 | Yrb |
